# Total War: Warhammer 3 Greenskins Guide: Waaagh!, Scrap Upgrades and Da Best Start

> This guide covers the core Greenskin campaign mechanics and how they shape expansion, army building, and faction choice. It is for players who want a practical overview of the major lord starts and what each one is best at.

- **Game:** Total War: Warhammer III
- **Category:** Factions
- **Author:** LongBeam (https://guides-factory.com/about)
- **Difficulty:** Beginner
- **Reading time:** 12 min
- **Published:** 2026-09-10
- **Updated:** 2026-09-10
- **Tags:** campaign, confederation, factions, greenskins, scrap, underway, waaagh, warhammer 3 greenskins guide
- **Adapted from:** [How to Play the Greenskins in 2025 | Total War Warhammer 3](https://www.youtube.com/watch?v=P1mf41tiAnw)
- **Canonical URL:** https://guides-factory.com/guides/greenskins-campaign-guide-for-total-war-warhammer-3

---

With **Greenskins**, relentless aggression is rewarded. This guide explains the key mechanics that shape their campaigns: **Waaagh** surges, **Scrap** upgrades, rapid confederation, the Underway movement, province commandments, and faction-specific strengths. You will be able to choose the right lord for your playstyle, build armies around their special mechanics, and use expansion tools efficiently.

## Quick answer

| What | Answer |
| --- | --- |
| **Waaagh** unlock | 100 reputation |
| **Scrap** income | post-battle loot and raising settlements |
| Confederation method | win against a Greenskin faction leader |
| Underway risk | interception can wipe the army out |
| **Grimgor** bonus | more Black Orc availability and more battle income |
| Skarsnik key restriction | no Orc units until Karak Eight Peaks is taken |
| Grom mechanic | Grom's Cauldron |
| Gorbad mechanic | Plans |

## Get your first Waaagh running

Launching your first **Waaagh** is the moment **Greenskins** transform from border raiders to campaign juggernauts. Reputation must reach 100 to unlock the Waaagh, mainly gained by fighting battles and raising settlements. Once triggered, you select a target: higher-value settlements and stronger factions lead to greater rewards upon completion. Before launching, decide whether to dedicate the Waaagh to Gork (melee buffs) or Mork (ranged buffs).

Existing armies at the time of the Waaagh gain extra Waaagh unit capacity based on their current size. Filling armies before launching maximizes the number of Waaagh units added. New armies raised after the Waaagh starts do not benefit from this bonus.

Your goal after launching is to claim, raise, or occupy the target's capital before the Waaagh ends. Waaagh units join every battle while the surge lasts. Success yields a trophy, a choice of Waaagh units or gold and **Scrap**, and a boost toward the next Waaagh.

![Campaign map UI with the Call to Waaagh reputation panel open, showing reputation total at 100 and breakdowns of reputation gain and loss.](https://api.guides-factory.com/media/uploads/2026/08/01-waagh-meter.jpg "The Waaagh reputation panel is at 100, showing the threshold reached for launching a Waaagh surge.")

<ol class="checklist">
  <li><label><input type="checkbox"><span class="name">Fight battles and raise settlements to earn reputation</span></label>
    <em><a class="jump" href="https://www.youtube.com/watch?v=P1mf41tiAnw&t=31s" target="_blank" rel="noopener">0:31 ↗</a></em>
  </li>
  <li><label><input type="checkbox"><span class="name">Reach 100 reputation to enable launching a Waaagh</span></label>
    <em><a class="jump" href="https://www.youtube.com/watch?v=P1mf41tiAnw&t=31s" target="_blank" rel="noopener">0:31 ↗</a></em>
  </li>
  <li><label><input type="checkbox"><span class="name">Select a high-value target settlement or strong faction</span></label>
    <em><a class="jump" href="https://www.youtube.com/watch?v=P1mf41tiAnw&t=57s" target="_blank" rel="noopener">0:57 ↗</a></em>
  </li>
  <li><label><input type="checkbox"><span class="name">Dedicate the Waaagh to Gork or Mork depending on unit mix</span></label>
    <em><a class="jump" href="https://www.youtube.com/watch?v=P1mf41tiAnw&t=59s" target="_blank" rel="noopener">0:59 ↗</a></em>
  </li>
  <li><label><input type="checkbox"><span class="name">Fill out existing armies before launching for maximum Waaagh units</span></label>
    <em><a class="jump" href="https://www.youtube.com/watch?v=P1mf41tiAnw&t=87s" target="_blank" rel="noopener">1:27 ↗</a></em>
  </li>
  <li><label><input type="checkbox"><span class="name">Armies recruited after Waaagh starts do not gain extra units</span></label>
    <em><a class="jump" href="https://www.youtube.com/watch?v=P1mf41tiAnw&t=80s" target="_blank" rel="noopener">1:20 ↗</a></em>
  </li>
  <li><label><input type="checkbox"><span class="name">Claim or raise the target's capital before Waaagh ends</span></label>
    <em><a class="jump" href="https://www.youtube.com/watch?v=P1mf41tiAnw&t=117s" target="_blank" rel="noopener">1:57 ↗</a></em>
  </li>
  <li><label><input type="checkbox"><span class="name">Choose Waaagh unit, Scrap, or gold reward on completion</span></label>
    <em><a class="jump" href="https://www.youtube.com/watch?v=P1mf41tiAnw&t=117s" target="_blank" rel="noopener">1:57 ↗</a></em>
  </li>
</ol>

![Campaign map with an army panel open for Shurkz Edbut, showing unit composition and totals, but without a clear indicator of secondary Waaagh capacity.](https://api.guides-factory.com/media/uploads/2026/08/02-waaagh-armies.jpg "Army panel for Shurkz Edbut is open, showing unit numbers but without obvious Waaagh capacity details.")

## Spend Scrap on the upgrades that matter

**Scrap** is the **Greenskins**' secondary resource. It is earned mostly after winning battles and by raising settlements, so aggressive expansion directly fuels your upgrade economy. Scrap is spent on unit upgrades, accessed via the button below the army panel after selecting a unit. Early upgrades are often accessible, but advanced upgrades may require certain research projects, increasing their Scrap cost.

While raising settlements grants more Scrap per turn, it limits your territory and income; choosing when to hold and when to raze is a tactical decision. Upgrade key units with Scrap first: Trolls can gain improved leadership, Rock Lobbers explosive projectiles, and many units have access to upgrades that significantly boost their combat performance. Focus on unlocking those that change a unit's role or address a weakness.

![Scrap Upgrades panel open above the unit cards, showing two upgrade options: Ammo Skinsacks costing 20 Scrap and Heavy Ammo requiring Scrap Arrers technology, with Gorbad Ironclaw's army visible below and a Scrap total of 2370 displayed.](https://api.guides-factory.com/media/uploads/2026/08/03-scrap-upgrades.jpg "The Scrap Upgrades panel shows how upgrades are purchased directly from the unit screen, clarifying their costs and prerequisite requirements.")

## Confederate nearby Greenskin factions

Confederation is a powerful and often overlooked expansion mechanic. By winning a battle against another Greenskin faction leader, you unlock the option to absorb their entire empire instantly. This is often available early due to the close proximity of Greenskin start positions.

Confederation is most valuable when used against neighboring Greenskin lords before they grow too strong and difficult to defeat. This method can quickly give you a large territorial base, reducing the need for slow traditional conquest and enabling rapid snowballing.

![Battle victory screen showing the option to confederate a defeated Greenskin faction.](https://api.guides-factory.com/media/uploads/2026/08/04-confederation-prompt.jpg "Winning against a faction leader is what unlocks the absorption choice.")

## Use the Underway safely

The Underway stance allows **Greenskins** to move their armies underground, making difficult terrain such as mountains much easier to traverse. The risk is interception: if you use the Underway near enemy armies, they can intercept you, forcing a battle. Losing this battle results in your army being completely wiped out.

Always scout for nearby enemy forces and use the Underway safely in regions with low interception risk. It is best for crossing mountains, escaping pursuers, or repositioning for surprise attacks.

<ol class="checklist">
  <li><label><input type="checkbox"><span class="name">Select Underway stance before moving through mountains or tough terrain</span></label>
    <em><a class="jump" href="https://www.youtube.com/watch?v=P1mf41tiAnw&t=203s" target="_blank" rel="noopener">3:23 ↗</a></em>
  </li>
  <li><label><input type="checkbox"><span class="name">Check for enemy armies nearby before activating Underway</span></label>
    <em></em>
  </li>
  <li><label><input type="checkbox"><span class="name">Avoid Underway if interception risk is high</span></label>
    <em></em>
  </li>
  <li><label><input type="checkbox"><span class="name">If intercepted, fight to win or lose the entire army</span></label>
    <em></em>
  </li>
</ol>

## Choose the right commandment for the province

Province commandments give powerful passive effects once you secure a region. Choosing the right one fits your campaign need:

| Commandment | Benefit |
| ----------- | ------- |
| Camp Rrookus | Supports control, corruption reduction, and growth. |
| Brag About the Boss | Enhances recruitment speed and capacity. |
| Give it Ear | Provides extra settlement income and reduces building costs. |

## Play the Greenskin economy as a war economy

Greenskin campaigns are built around battle, not trade or passive income. Constant fighting drives their major mechanics and gold income; they cannot trade and settlements do not generate strong income early. Speed is rewarded: trigger Waaaghs quickly and aim them at powerful factions. Investing **Scrap** and gold in strong units is more effective than relying on cheap goblin spearmen.

Raising settlements instead of occupying them can farm Scrap for upgrades, so balance permanent expansion with Scrap farming. Hunt neighboring Greenskin leaders for confederation and use **Waaagh** rewards to fund new units and conquests.

<ol class="checklist">
  <li><label><input type="checkbox"><span class="name">Focus on battles for gold and mechanic progress</span></label>
    <em><a class="jump" href="https://www.youtube.com/watch?v=P1mf41tiAnw&t=232s" target="_blank" rel="noopener">3:52 ↗</a></em>
  </li>
  <li><label><input type="checkbox"><span class="name">Trigger Waaaghs rapidly and target strong factions for bigger rewards</span></label>
    <em><a class="jump" href="https://www.youtube.com/watch?v=P1mf41tiAnw&t=262s" target="_blank" rel="noopener">4:22 ↗</a></em>
  </li>
  <li><label><input type="checkbox"><span class="name">Invest in strong units early; avoid mass goblin spearmen</span></label>
    <em></em>
  </li>
  <li><label><input type="checkbox"><span class="name">Raise settlements to farm Scrap when territory is not needed</span></label>
    <em></em>
  </li>
  <li><label><input type="checkbox"><span class="name">Confederate other Greenskin leaders whenever possible</span></label>
    <em><a class="jump" href="https://www.youtube.com/watch?v=P1mf41tiAnw&t=292s" target="_blank" rel="noopener">4:52 ↗</a></em>
  </li>
</ol>

## Pick the lord that fits your campaign

Every Greenskin legendary lord starts with a unique mechanic, bonus, and start position. Use this table to match your campaign preferences with each lord's strengths.

| Lord        | Unique Mechanics & Bonuses                                                          |
| ----------- | ----------------------------------------------------------------------------------- |
| **Grimgor**     | More Black Orcs and heroes available, +30% post-battle loot income, -15% Black Orc upkeep.<br>Best late-game snowball; difficult starting position but excellent loot and strong units. |
| Azag        | Immune to vampiric attrition, cheaper Lore of Death casting, early access to Necromancers, terror for all units on unique **Waaagh**.<br>Strong sacking, late-game magic power.          |
| Skarsnik    | Cannot recruit Orc units until Karak Eight Peaks captured, goblins/squigs upkeep reduced, hero experience/ambush tools.<br>Unique stalking stance for all armies after Eight Peaks. |
| Wurrzag     | Higher magic capacity, cheaper Savage Orcs, improved movement range, physical resistance on Waaagh.<br>Best when spamming Savage Orcs and casters.                                 |
| Grom        | Grom's Cauldron ingredient hunting and recipes, cheap goblins/chariots/pump wagons, faction-wide buffs from meals.<br>Poor starting climate; relies on meals and cheap armies.     |
| Gorbad      | Plans (currency and mechanic), unlocks tied to buildings/unit kills, temporary army buffs, rapid global recruitment.<br>Rewards unusual unit combos and fast expansion.            |

![Grimgor Ironhide campaign map with a faction effects panel showing Black Orc Big Boss hero recruitment in all provinces, +2 Black Orc Big Boss hero capacity, +30% income from post-battle loot, and -15% upkeep for Black Orc and Big 'Uns units in all armies.](https://api.guides-factory.com/media/uploads/2026/08/05-grimgor-bonuses.jpg "Grimgor's overview shows bonuses to Black Orc recruitment, hero capacity, battle loot income, and unit upkeep, guiding players toward a strong combat economy.")

![Faction effects panel for Skarsnik visible, listing restrictions on Orc unit recruitment until Karak Eight Peaks is captured, increased hero experience and ambush success, reduced hero action costs, and lower upkeep for goblin and squig units.](https://api.guides-factory.com/media/uploads/2026/08/06-skarsnik-start.jpg "Skarsnik's faction effects are shown, highlighting his goblin focus and the Karak Eight Peaks objective.")

![Grom's Cauldron screen in Total War: Warhammer, displaying ingredient slots, collected ingredients, and the Start Cooking button.](https://api.guides-factory.com/media/uploads/2026/08/07-grom-cauldron.jpg "This shows Grom's unique cauldron mechanic, where ingredients are combined for faction-wide effects.")

![Gorbad Ironclaw's Plans screen open, showing Bigga Strategitz plan options: Da Alpha 'Amma, Surprise Savagery, Lead da Charge!, Da Greatest Warlord (locked; requires completing a Call to Waaagh 3 times), and Sneaky Rogues. Effects and unlock requirements are visible for Da Greatest Warlord.](https://api.guides-factory.com/media/uploads/2026/08/08-gorbad-plans.jpg "Gorbad's Plans mechanic displays unlock requirements and temporary army buffs tied to campaign progress and actions.")

## Build around each lord's main strength

Each legendary lord drives a unique army composition and campaign focus:

- **Grimgor** scales best by recruiting Black Orcs as soon as they become available, benefiting from their reduced cost and higher capacity. Invest loot and rewards in elite units for late-game dominance.
- **Azag** focuses on sacking settlements and pairing multiple Necromancer and magic casters. Use his army's terror effect, magic immunity, and fast casting for devastating hits.
- **Skarsnik** begins with goblin and squig armies only, with reduced upkeep and improved ambush skills. Once Karak Eight Peaks is captured, all Crooked Moon armies can use the stalking stance for surprise attacks. Keep goblins and squigs relevant even after Orcs unlock, as Skarsnik's bonuses persist.
- **Wurrzag** should prioritize Savage Orcs and magic casters, using hit-and-run tactics and charging to maximize physical resistance and movement bonuses.
- **Grom** uses cheap goblins, chariots, and pump wagons, focusing on collecting ingredients and cooking meals in the Cauldron for unique faction and unit buffs. Use meal buffs to adapt to campaign threats.
- **Gorbad** rewards experimenting with new unit combinations, rapidly expanding through global recruitment and ticking off Plan requirements for army buffs. Invest the reward income from raised settlements into diverse armies for flexible campaign tools.

## Also worth knowing

<div class="tipbox alt"><span class="tag">Before you commit</span>

- **Stalking stance unlocks for all Crooked Moon armies after Karak Eight Peaks is taken.** This bonus lets every army ambush, not just Skarsnik's own. Ambush-focused skills become much more useful at that stage.
- **Nasty Skulkers are armor-piercing and strong against Dwarfs.** If fighting **Dwarfs** as Skarsnik or another Greenskin lord, use these goblins to outperform regular options.
- **Grom's goblins have been weakened by DLC tech removals.** Many of the technologies that used to support goblin strength were removed, so Grom's goblin armies are not as strong as they once were.

</div>

---

## FAQ

### How do Greenskins get a Waaagh?

A Waaagh starts when reputation reaches 100. Reputation comes mainly from battling and raising settlements, and staying out of the red gives faction-wide bonuses without major downsides. The Waaagh also needs a target, and the target chosen affects the rewards at the end.

### How do you get Scrap for Greenskin upgrades?

Scrap comes mainly from post-battle loot and raising settlements. It is spent on unit upgrades from the button below the army panel after selecting a unit. Some upgrades also require research before they can be bought.

### Can Greenskins confederate other Greenskin factions?

Yes. Winning a battle against another Greenskin faction leader gives the option to confederate that faction. It is a fast way to absorb nearby territory and can produce a large early-game land gain.

### What is the Underway good for?

The Underway lets Greenskins move underground and handle mountains and other difficult terrain much more easily. The tradeoff is interception risk near enemy armies, which can force a battle. Losing that battle destroys the army.

